Refactor actions to be entities with components (#19900)
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43
Content.Shared/Actions/BaseTargetActionComponent.cs
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43
Content.Shared/Actions/BaseTargetActionComponent.cs
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using Content.Shared.Interaction;
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namespace Content.Shared.Actions;
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public abstract partial class BaseTargetActionComponent : BaseActionComponent
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{
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/// <summary>
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/// For entity- or map-targeting actions, if this is true the action will remain selected after it is used, so
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/// it can be continuously re-used. If this is false, the action will be deselected after one use.
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/// </summary>
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[DataField("repeat")] public bool Repeat;
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/// <summary>
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/// For entity- or map-targeting action, determines whether the action is deselected if the user doesn't click a valid target.
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/// </summary>
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[DataField("deselectOnMiss")] public bool DeselectOnMiss;
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/// <summary>
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/// Whether the action system should block this action if the user cannot actually access the target
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/// (unobstructed, in inventory, in backpack, etc). Some spells or abilities may want to disable this and
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/// implement their own checks.
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/// </summary>
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/// <remarks>
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/// Even if this is false, the <see cref="Range"/> will still be checked.
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/// </remarks>
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[DataField("checkCanAccess")] public bool CheckCanAccess = true;
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[DataField("range")] public float Range = SharedInteractionSystem.InteractionRange;
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/// <summary>
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/// If the target is invalid, this bool determines whether the left-click will default to performing a standard-interaction
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/// </summary>
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/// <remarks>
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/// Interactions will still be blocked if the target-validation generates a pop-up
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/// </remarks>
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[DataField("interactOnMiss")] public bool InteractOnMiss = false;
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/// <summary>
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/// If true, and if <see cref="ShowHandItemOverlay"/> is enabled, then this action's icon will be drawn by that
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/// over lay in place of the currently held item "held item".
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/// </summary>
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[DataField("targetingIndicator")] public bool TargetingIndicator = true;
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}
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